| 1 | // |
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| 2 | // Tower.cc |
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| 3 | // Orxonox |
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| 4 | // |
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| 5 | // Created by Fabian Mentzer on 29.04.12. |
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| 6 | // Copyright (c) 2012 __MyCompanyName__. All rights reserved. |
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| 7 | // |
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| 8 | |
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| 9 | /* Not implemented fully */ |
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| 10 | |
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| 11 | #include "Tower.h" |
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| 12 | |
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| 13 | #include "core/CoreIncludes.h" |
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| 14 | //#include "core/XMLPort.h" |
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| 15 | |
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| 16 | namespace orxonox |
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| 17 | { |
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| 18 | CreateFactory(Tower); |
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| 19 | |
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| 20 | /** |
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| 21 | @brief |
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| 22 | Constructor. Registers and initializes the object. |
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| 23 | */ |
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| 24 | Tower::Tower(BaseObject* creator) : Pawn(creator) |
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| 25 | { |
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| 26 | RegisterObject(Tower); |
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| 27 | |
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| 28 | this->setCollisionType(WorldEntity::Dynamic); |
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| 29 | |
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| 30 | //this->removeAllEngines(); |
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| 31 | |
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| 32 | /* |
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| 33 | this->size_ = 10.0f; |
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| 34 | this->delay_ = false; |
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| 35 | this->delayTimer_.setTimer(0.2f, false, createExecutor(createFunctor(&TetrisStone::enableMovement, this))); |
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| 36 | */ |
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| 37 | } |
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| 38 | |
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| 39 | void Tower::setOrientation(const Quaternion& orientation) |
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| 40 | { |
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| 41 | static int ori; |
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| 42 | orxout() << "orientation " << ++ori << endl; |
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| 43 | } |
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| 44 | |
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| 45 | void Tower::rotateYaw(const Vector2& value) |
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| 46 | { |
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| 47 | static int yaw; |
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| 48 | orxout() << "rotateYaw " << ++yaw << endl; |
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| 49 | } |
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| 50 | |
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| 51 | void Tower::rotatePitch(const Vector2& value) |
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| 52 | { |
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| 53 | static int pitch; |
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| 54 | orxout() << "rotatePitch " << ++pitch << endl; |
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| 55 | } |
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| 56 | |
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| 57 | void Tower::rotateRoll(const Vector2& value) |
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| 58 | { |
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| 59 | static int roll; |
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| 60 | orxout() << "rotateRoll" << ++roll << endl; |
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| 61 | } |
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| 62 | |
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| 63 | // This function is called whenever a player presses the up or the down key. |
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| 64 | // You have to implement what happens when the up or the down key is pressed. |
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| 65 | // value.x < 0 means: down key is pressed. |
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| 66 | // I suggest to create a new class which is a controllable entity I will refer to as "TowerMover". This is the controllable entity that the |
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| 67 | // player controls in order to move the tower along the centerpoint and in order to place the tower at the appropriate position. |
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| 68 | // |
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| 69 | |
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| 70 | // The tower itsself is controlled by a WayPointPatroController at the instance you place it on the centerpoint. |
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| 71 | //(don't forget to set the team_ parameter such that all tower are in the same team) |
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| 72 | |
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| 73 | //How to move a tower: simply attach the tower to the TowerMover |
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| 74 | //How to place a tower: detach the tower from the TowerMover |
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| 75 | |
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| 76 | /** |
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| 77 | @brief |
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| 78 | Overloaded the function to rotate the stone. |
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| 79 | @param value |
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| 80 | A vector whose first component is the angle by which to rotate. |
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| 81 | */ |
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| 82 | /* |
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| 83 | void Tower::moveFrontBack(const Vector2& value) |
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| 84 | { |
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| 85 | //orxout() << "frontBack.x: " << value.x << endl; |
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| 86 | } |
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| 87 | */ |
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| 88 | |
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| 89 | /** |
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| 90 | @brief |
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| 91 | Overloaded the function to steer the stone right and left |
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| 92 | @param value |
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| 93 | A vector whose first component is the direction in which we want to steer the stone. |
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| 94 | */ |
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| 95 | /* |
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| 96 | void Tower::moveRightLeft(const Vector2& value) |
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| 97 | { |
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| 98 | //orxout() << "rightLeft.x: " << value.x << endl; |
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| 99 | |
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| 100 | if(!this->delay_) |
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| 101 | { |
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| 102 | const Vector3& position = this->getPosition(); |
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| 103 | Vector3 newPos = Vector3(position.x+value.x/abs(value.x)*this->size_, position.y, position.z); |
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| 104 | if(!this->tetris_->isValidMove(this, newPos)) |
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| 105 | return; |
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| 106 | |
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| 107 | this->setPosition(newPos); |
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| 108 | this->delay_ = true; |
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| 109 | this->delayTimer_.startTimer(); |
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| 110 | } |
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| 111 | } |
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| 112 | */ |
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| 113 | } |
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